Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I'm a solo indie developer, so Early Access allows me get feedback from a wide range of players who can help me shape the design of the game.

Dungeon Deathball is a perfect fit for Early Access too; because of the Rogue-like elements, it's designed to be replayed and to be different each time. It lends itself well to incremental changes that feed into the melting pot and change the way the game plays.

Approximately how long will this game be in Early Access?

“I'm aiming for about a month but it'll more likely be closer to 2-3 months because... you know... game development.”

How is the full version planned to differ from the Early Access version?

“I'm layering in more complexity and more variation, which builds on the strong foundation already in place. This means adding different enemies, different types of challenges and rewards. I don't intend to make significant changes to the core design or add major new features unless there is a large demand for it.”

What is the current state of the Early Access version?

“

The game already has a solid foundation and it's fully playable start to finish (as in, you can start a new game, play through all stages and get a score at the end). This has been polished and heavily refined based on player feedback.

The known bugs are only minor issues (I try to squash them as I find them).

There's not much in the way of narrative or tutorials, but I intend to add these towards the end of development.

The game is missing some variety in enemy types, which is what I'm working on now.

”

Will the game be priced differently during and after Early Access?

“The current price is my intended final price, but this is subject to feedback.

I don't intend to have two different prices for Early Access and full release.

Part of the reason for entering Early Access is to figure out a reasonable price, so I'm using my actual intended price as a starting point and gauging reactions from that. This means the final price may be higher or lower, but not by a significant margin.

It may also fluctuate during Early Access while I try to settle on a good price.

What do you think of the current price? Please feel free to share your thoughts!”

How are you planning on involving the Community in your development process?

“I thrive on feedback, and it's my primary reason for bringing Dungeon Deathball to Early Access. I'm looking to gauge reactions to the changes I make in frequent updates, and to hear suggestions from players about what they'd like to see in the game.

I'm very open with development, I'm active on Twitter and Discord and I'm receptive to new ideas.